/*
 *  ME218_Sprite_PGM.c
 *  330AM
 *
 *  Created by Rick Miley on 3/20/11.
 *  Copyright 2011 __MyCompanyName__. All rights reserved.
 *
 */

#include <ME218_Sprites.h>



//#ifdef PROGMEM 
//#undef PROGMEM
//#define PROGMEM __attribute__((section(".progmem.data")))
//#define PROGMEM __attribute__((__progmem__))
#define PROGMEM_XXX __attribute__((section(".progmem.miley")))
#define	prog_uchar_XXX unsigned char
#define	prog_uint16_t_XXX int  


//#endif


// *******************************************************
// ****************** City Walls are 8x8 *****************
// *******************************************************

// =============== City Wall Top Left ===========


PROGMEM_XXX prog_uchar_XXX generic_city_top_left[8][8] = {
	{ Wall,	Wall,	Wall,	Wall,	Wall,	Wall,	Wall,	Wall },
	{ Wall,	Clear,	Clear,	Clear,	Clear,	Clear,	Clear,	Clear },
	{ Wall,	Clear,	Clear,	Clear,	Clear,	Clear,	Clear,	Clear },
	{ Wall,	Clear,	Clear,	Clear,	Clear,	Clear,	Clear,	Clear },
	{ Wall,	Clear,	Clear,	Clear,	Clear,	Clear,	Clear,	Clear },
	{ Wall,	Clear,	Clear,	Clear,	Clear,	Clear,	Clear,	Clear },
	{ Wall,	Clear,	Clear,	Clear,	Clear,	Clear,	Clear,	Clear },
	{ Wall,	Clear,	Clear,	Clear,	Clear,	Clear,	Clear,	Clear }
};

// ================= City Wall Top Center ===========


PROGMEM_XXX prog_uchar_XXX generic_city_top_center[8][8] = {
	{ Wall,	Wall,	Wall,	Wall,	Wall,	Wall,	Wall,	Wall },
	{ Clear,	Clear,	Clear,	Clear,	Clear,	Clear,	Clear,	Clear },
	{ Clear,	Clear,	Clear,	Clear,	Clear,	Clear,	Clear,	Clear },
	{ Clear,	Clear,	Clear,	Clear,	Clear,	Clear,	Clear,	Clear },
	{ Clear,	Clear,	Clear,	Clear,	Clear,	Clear,	Clear,	Clear },
	{ Clear,	Clear,	Clear,	Clear,	Clear,	Clear,	Clear,	Clear },
	{ Clear,	Clear,	Clear,	Clear,	Clear,	Clear,	Clear,	Clear },
	{ Clear,	Clear,	Clear,	Clear,	Clear,	Clear,	Clear,	Clear }
};

// ================= City Wall Top Right ===========

PROGMEM_XXX prog_uchar_XXX generic_city_top_right[8][8] = {
	{ Wall,	Wall,	Wall,	Wall,	Wall,	Wall,	Wall,	Wall },
	{ Clear,	Clear,	Clear,	Clear,	Clear,	Clear,	Clear,	Wall },
	{ Clear,	Clear,	Clear,	Clear,	Clear,	Clear,	Clear,	Wall },
	{ Clear,	Clear,	Clear,	Clear,	Clear,	Clear,	Clear,	Wall },
	{ Clear,	Clear,	Clear,	Clear,	Clear,	Clear,	Clear,	Wall },
	{ Clear,	Clear,	Clear,	Clear,	Clear,	Clear,	Clear,	Wall },
	{ Clear,	Clear,	Clear,	Clear,	Clear,	Clear,	Clear,	Wall },
	{ Clear,	Clear,	Clear,	Clear,	Clear,	Clear,	Clear,	Wall }
};

// ================= City Wall Center Right ===========


PROGMEM_XXX prog_uchar_XXX generic_city_center_right[8][8] = {
	{ Clear,	Clear,	Clear,	Clear,	Clear,	Clear,	Clear,	Wall },
	{ Clear,	Clear,	Clear,	Clear,	Clear,	Clear,	Clear,	Wall },
	{ Clear,	Clear,	Clear,	Clear,	Clear,	Clear,	Clear,	Wall },
	{ Clear,	Clear,	Clear,	Clear,	Clear,	Clear,	Clear,	Wall },
	{ Clear,	Clear,	Clear,	Clear,	Clear,	Clear,	Clear,	Wall },
	{ Clear,	Clear,	Clear,	Clear,	Clear,	Clear,	Clear,	Wall },
	{ Clear,	Clear,	Clear,	Clear,	Clear,	Clear,	Clear,	Wall },
	{ Clear,	Clear,	Clear,	Clear,	Clear,	Clear,	Clear,	Wall }
};


// ================= City Wall Bottom Right =======

PROGMEM_XXX prog_uchar_XXX generic_city_bottom_right[8][8] = {
	{ Clear,	Clear,	Clear,	Clear,	Clear,	Clear,	Clear,	Wall },
	{ Clear,	Clear,	Clear,	Clear,	Clear,	Clear,	Clear,	Wall },
	{ Clear,	Clear,	Clear,	Clear,	Clear,	Clear,	Clear,	Wall },
	{ Clear,	Clear,	Clear,	Clear,	Clear,	Clear,	Clear,	Wall },
	{ Clear,	Clear,	Clear,	Clear,	Clear,	Clear,	Clear,	Wall },
	{ Clear,	Clear,	Clear,	Clear,	Clear,	Clear,	Clear,	Wall },
	{ Clear,	Clear,	Clear,	Clear,	Clear,	Clear,	Clear,	Wall },
	{ Wall,	Wall,	Wall,	Wall,	Wall,	Wall,	Wall,	Wall }
};


// ================= City Wall Bottom Center =======

PROGMEM_XXX prog_uchar_XXX generic_city_bottom_center[8][8] = {
	{ Clear,	Clear,	Clear,	Clear,	Clear,	Clear,	Clear,	Clear },
	{ Clear,	Clear,	Clear,	Clear,	Clear,	Clear,	Clear,	Clear },
	{ Clear,	Clear,	Clear,	Clear,	Clear,	Clear,	Clear,	Clear },
	{ Clear,	Clear,	Clear,	Clear,	Clear,	Clear,	Clear,	Clear },
	{ Clear,	Clear,	Clear,	Clear,	Clear,	Clear,	Clear,	Clear },
	{ Clear,	Clear,	Clear,	Clear,	Clear,	Clear,	Clear,	Clear },
	{ Clear,	Clear,	Clear,	Clear,	Clear,	Clear,	Clear,	Clear },
	{ Wall,		Wall,	Wall,	Wall,	Wall,	Wall,	Wall,	Wall }
};


// ================= City Wall Bottom Left =======

PROGMEM_XXX prog_uchar_XXX generic_city_bottom_left[8][8] = {
	{ Wall,	Clear,	Clear,	Clear,	Clear,	Clear,	Clear,	Clear },
	{ Wall,	Clear,	Clear,	Clear,	Clear,	Clear,	Clear,	Clear },
	{ Wall,	Clear,	Clear,	Clear,	Clear,	Clear,	Clear,	Clear },
	{ Wall,	Clear,	Clear,	Clear,	Clear,	Clear,	Clear,	Clear },
	{ Wall,	Clear,	Clear,	Clear,	Clear,	Clear,	Clear,	Clear },
	{ Wall,	Clear,	Clear,	Clear,	Clear,	Clear,	Clear,	Clear },
	{ Wall,	Clear,	Clear,	Clear,	Clear,	Clear,	Clear,	Clear },
	{ Wall,	Wall,	Wall,	Wall,	Wall,	Wall,	Wall,	Wall }
};


// ================= City Wall Center Left =============


PROGMEM_XXX prog_uchar_XXX generic_city_center_left[8][8] = {
	{ Wall,	Clear,	Clear,	Clear,	Clear,	Clear,	Clear,	Clear },
	{ Wall,	Clear,	Clear,	Clear,	Clear,	Clear,	Clear,	Clear },
	{ Wall,	Clear,	Clear,	Clear,	Clear,	Clear,	Clear,	Clear },
	{ Wall,	Clear,	Clear,	Clear,	Clear,	Clear,	Clear,	Clear },
	{ Wall,	Clear,	Clear,	Clear,	Clear,	Clear,	Clear,	Clear },
	{ Wall,	Clear,	Clear,	Clear,	Clear,	Clear,	Clear,	Clear },
	{ Wall,	Clear,	Clear,	Clear,	Clear,	Clear,	Clear,	Clear },
	{ Wall,	Clear,	Clear,	Clear,	Clear,	Clear,	Clear,	Clear }
};

// ================= City Wall Center Center  =============
// empty as a ghost town

PROGMEM_XXX prog_uchar_XXX generic_city_center_center[8][8] = {
	{ Clear,	Clear,	Clear,	Clear,	Clear,	Clear,	Clear,	Clear },
	{ Clear,	Clear,	Clear,	Clear,	Clear,	Clear,	Clear,	Clear },
	{ Clear,	Clear,	Clear,	Clear,	Clear,	Clear,	Clear,	Clear },
	{ Clear,	Clear,	Clear,	Clear,	Clear,	Clear,	Clear,	Clear },
	{ Clear,	Clear,	Clear,	Clear,	Clear,	Clear,	Clear,	Clear },
	{ Clear,	Clear,	Clear,	Clear,	Clear,	Clear,	Clear,	Clear },
	{ Clear,	Clear,	Clear,	Clear,	Clear,	Clear,	Clear,	Clear },
	{ Clear,	Clear,	Clear,	Clear,	Clear,	Clear,	Clear,	Clear }
};


// =========================== City Wall attributes ===============
// ========= City Walls: (4x3) uses 12 frames ======      


// ===============================================================
// ========================= fighter A ==========================
// ===============================================================



// ================ Fighter A North ===============

PROGMEM_XXX prog_uchar_XXX fighterA_north[3][3] = {
	{ Clear,	FA_C1,	Clear },
	{ Clear,	FA_C2,	Clear },
	{ Clear,	FA_C2,	Clear }
	
};


// ================= Fighter A North East ===================

PROGMEM_XXX prog_uchar_XXX fighterA_north_east[3][3] = {
	{ Clear,	Clear,	FA_C1 },
	{ Clear,	FA_C2,	Clear },
	{ FA_C2,	Clear,	Clear }
};


// ================= Fighter A East ===================

PROGMEM_XXX prog_uchar_XXX fighterA_east[3][3] = {
	{ Clear,	Clear,	Clear },
	{ FA_C2,	FA_C2,	FA_C1 },
	{ Clear,	Clear,	Clear }
};

// ================= Fighter A South East ===================

PROGMEM_XXX prog_uchar_XXX fighterA_south_east[3][3] = {
	{ FA_C2,	Clear,	Clear },
	{ Clear,	FA_C2,	Clear },
	{ Clear,	Clear,	FA_C1 }
};

// ================= Fighter A South  ===================

PROGMEM_XXX prog_uchar_XXX fighterA_south[3][3] = {
	{ Clear,	FA_C2,	Clear },
	{ Clear,	FA_C2,	Clear },
	{ Clear,	FA_C1,	Clear }
	
};

// ================= Fighter A South West ===================

PROGMEM_XXX prog_uchar_XXX fighterA_south_west[3][3] = {
	{ Clear,	Clear,	FA_C2 },
	{ Clear,	FA_C2,	Clear },
	{ FA_C1,	Clear,	Clear }
	
};

// ================ Fighter A West ===============

PROGMEM_XXX prog_uchar_XXX fighterA_west[3][3] = {
	{ Clear,	Clear,	Clear },
	{ FA_C1,	FA_C2,	FA_C2 },
	{ Clear,	Clear,	Clear }
};


// ================ Fighter A North West ===============

PROGMEM_XXX prog_uchar_XXX fighterA_north_west[3][3] = {
	{ FA_C1,	Clear,	Clear },
	{ Clear,	FA_C2,	Clear },
	{ Clear,	Clear,	FA_C2 }
};

// ===============================================================
// ========================= fighter B ==========================
// ===============================================================

// ==================  Fighter B North ============ 

PROGMEM_XXX prog_uchar_XXX fighterB_north[2][2] = {
	{ FB_C1,	FB_C2 },
	{ FB_C2,	FB_C2 }
};

// ===========  Fighter B East ============ 

PROGMEM_XXX prog_uchar_XXX fighterB_east[2][2] = {
	{ FB_C2,	FB_C1 },
	{ FB_C2,	FB_C2 }
};

// ===========  Fighter B South ============ 

PROGMEM_XXX prog_uchar_XXX fighterB_south[2][2] = {
	{ FB_C2,	FB_C2 },
	{ FB_C2,	FB_C1 }
};


// ===========  Fighter B West ============ 

PROGMEM_XXX prog_uchar_XXX fighterB_west[2][2] = {
	{ FB_C2,	FB_C2 },
	{ FB_C1,	FB_C2 }
};



// ===============================================================
// ========================= fighter C ==========================
// ===============================================================

// ================= North ==================

PROGMEM_XXX prog_uchar_XXX fighterC_north[2] = {
	FC_C1, FC_C2
};

// ================= South ==================

PROGMEM_XXX prog_uchar_XXX fighterC_south[2] = {
	FC_C2, FC_C1
};

// ===============================================================
// ========================= fighter D ==========================
// ===============================================================


PROGMEM_XXX prog_uchar_XXX fighterD_one[4][4] = {
	{ Clear,	Clear,		Clear,		Clear },
	{ Clear,	Clear,		Clear,		Clear },
	{ FD_C1,	Clear,		Clear,		Clear },
	{ FD_C1,	Clear,		Clear,		Clear }
};

PROGMEM_XXX prog_uchar_XXX fighterD_two[4][4] = {
	{ Clear,	Clear,		Clear,		Clear },
	{ Clear,	Clear,		Clear,		Clear },
	{ FD_C1,	FD_C1,		Clear,		Clear },
	{ Clear,	Clear,		Clear,		Clear }
};

PROGMEM_XXX prog_uchar_XXX fighterD_three[4][4] = {
	{ Clear,	Clear,		Clear,		Clear },
	{ Clear,	FD_C1,		Clear,		Clear },
	{ Clear,	FD_C1,		Clear,		Clear },
	{ Clear,	Clear,		Clear,		Clear }
};

PROGMEM_XXX prog_uchar_XXX fighterD_four[4][4] = {
	{ Clear,	Clear,		Clear,		Clear },
	{ Clear,	FD_C1,		FD_C1,		Clear },
	{ Clear,	Clear,		Clear,		Clear },
	{ Clear,	Clear,		Clear,		Clear }
};

PROGMEM_XXX prog_uchar_XXX fighterD_five[4][4] = {
	{ Clear,	Clear,		FD_C1,		Clear },
	{ Clear,	Clear,		FD_C1,		Clear },
	{ Clear,	Clear,		Clear,		Clear },
	{ Clear,	Clear,		Clear,		Clear }
};

PROGMEM_XXX prog_uchar_XXX fighterD_six[4][4] = {
	{ Clear,	FD_C1,		FD_C1,		FD_C1 },
	{ Clear,	FD_C1,		FD_C1,		FD_C1 },
	{ Clear,	FD_C1,		FD_C1,		FD_C1 },
	{ Clear,	Clear,		Clear,		Clear }
};

PROGMEM_XXX prog_uchar_XXX fighterD_six_half[4][4] = {
	{ Clear,	FD_C1,		FD_C1,		FD_C1 },
	{ Clear,	FD_C1,		FD_C1,		FD_C1 },
	{ Clear,	FD_C1,		FD_C1,		FD_C1 },
	{ Clear,	Clear,		Clear,		Clear }
};

PROGMEM_XXX prog_uchar_XXX fighterD_seven[4][4] = {
	{ Clear,	Clear,		Clear,		FD_C1 },
	{ Clear,	Clear,		Clear,		FD_C1 },
	{ Clear,	Clear,		Clear,		Clear },
	{ Clear,	Clear,		Clear,		Clear }
};

PROGMEM_XXX prog_uchar_XXX fighterD_eight[4][4] = {
	{ Clear,	Clear,		Clear,		Clear },
	{ Clear,	Clear,		FD_C1,		FD_C1 },
	{ Clear,	Clear,		Clear,		Clear },
	{ Clear,	Clear,		Clear,		Clear }
};


PROGMEM_XXX prog_uchar_XXX fighterD_nine[4][4] = {
	{ Clear,	Clear,		Clear,		Clear },
	{ Clear,	Clear,		FD_C1,		Clear },
	{ Clear,	Clear,		FD_C1,		Clear },
	{ Clear,	Clear,		Clear,		Clear }
};

PROGMEM_XXX prog_uchar_XXX fighterD_ten[4][4] = {
	{ Clear,	Clear,		Clear,		Clear },
	{ Clear,	Clear,		Clear,		Clear },
	{ Clear,	FD_C1,		FD_C1,		Clear },
	{ Clear,	Clear,		Clear,		Clear }
};

PROGMEM_XXX prog_uchar_XXX fighterD_eleven[4][4] = {
	{ Clear,	Clear,		Clear,		Clear },
	{ Clear,	Clear,		Clear,		Clear },
	{ Clear,	FD_C1,		Clear,		Clear },
	{ Clear,	FD_C1,		Clear,		Clear }
};

PROGMEM_XXX prog_uchar_XXX fighterD_twelve[4][4] = {
	{ Clear,	Clear,		Clear,		Clear },
	{ Clear,	Clear,		Clear,		Clear },
	{ Clear,	Clear,		Clear,		Clear },
	{ FD_C1,	FD_C1,		Clear,		Clear }
};

// ===============================================================
// ===============================================================
// ================= fighterE: 8 frames ======   

PROGMEM_XXX prog_uchar_XXX fighterE_alpha[5][5] = {
	{ Clear,	Clear,		Clear,		Clear,	Clear },
	{ Clear,	Clear,		Clear,		Clear,	Clear },
	{ Clear,	Clear,		FE_C1,		Clear,	Clear },
	{ Clear,	Clear,		Clear,		Clear,	Clear },
	{ Clear,	Clear,		Clear,		Clear,	Clear }
};

PROGMEM_XXX prog_uchar_XXX fighterE_bravo[5][5] = {
	{ Clear,	Clear,		Clear,		Clear,	Clear },
	{ Clear,	Clear,		FE_C2,		Clear,	Clear },
	{ Clear,	FE_C2,		FE_C1,		FE_C2,	Clear },
	{ Clear,	Clear,		FE_C2,		Clear,	Clear },
	{ Clear,	Clear,		Clear,		Clear,	Clear }
};

PROGMEM_XXX prog_uchar_XXX fighterE_charlie[5][5] = {
	{ Clear,	Clear,		Clear,		Clear,	Clear },
	{ Clear,	FE_C1,		FE_C2,		FE_C1,	Clear },
	{ Clear,	FE_C2,		FE_C1,		FE_C2,	Clear },
	{ Clear,	FE_C1,		FE_C2,		FE_C1,	Clear },
	{ Clear,	Clear,		Clear,		Clear,	Clear }
};

PROGMEM_XXX prog_uchar_XXX fighterE_delta[5][5] = {
	{ Clear,	Clear,		Clear,		Clear,	Clear },
	{ Clear,	FE_C2,		FE_C2,		FE_C2,	Clear },
	{ Clear,	FE_C2,		Clear,		FE_C2,	Clear },
	{ Clear,	FE_C2,		FE_C2,		FE_C2,	Clear },
	{ Clear,	Clear,		Clear,		Clear,	Clear }
};

PROGMEM_XXX prog_uchar_XXX fighterE_echo[5][5] = {
	{ FE_C2,	Clear,		Clear,		Clear,	FE_C2 },
	{ Clear,	FE_C2,		Clear,		FE_C2,	Clear },
	{ Clear,	Clear,		Clear,		Clear,	Clear },
	{ Clear,	FE_C2,		Clear,		FE_C2,	Clear },
	{ FE_C2,	Clear,		Clear,		Clear,	FE_C2 }
};

PROGMEM_XXX prog_uchar_XXX fighterE_foxtrot[5][5] = {
	{ FE_C1,	FE_C1,		FE_C1,		FE_C1,	FE_C1 },
	{ FE_C1,	Clear,		Clear,		Clear,	FE_C1 },
	{ FE_C1,	Clear,		Clear,		Clear,	FE_C1 },
	{ FE_C1,	Clear,		Clear,		Clear,	FE_C1 },
	{ FE_C1,	FE_C1,		FE_C1,		FE_C1,	FE_C1 }
};

PROGMEM_XXX prog_uchar_XXX fighterE_golf[5][5] = {
	{ Clear,	FE_C1,		Clear,		FE_C1,	Clear },
	{ FE_C1,	Clear,		Clear,		Clear,	FE_C1 },
	{ Clear,	Clear,		Clear,		Clear,	Clear },
	{ FE_C1,	Clear,		Clear,		Clear,	FE_C1 },
	{ Clear,	FE_C1,		Clear,		FE_C1,	Clear }
};

PROGMEM_XXX prog_uchar_XXX fighterE_hotel[5][5] = {
	{ Clear,	Clear,		Clear,		Clear,	Clear },
	{ Clear,	FE_C1,		FE_C1,		FE_C1,	Clear },
	{ Clear,	FE_C1,		Clear,		FE_C1,	Clear },
	{ Clear,	FE_C1,		FE_C1,		FE_C1,	Clear },
	{ Clear,	Clear,		Clear,		Clear,	Clear }
};

PROGMEM_XXX prog_uchar_XXX fighterE_india[5][5] = {
	{ Clear,	Clear,		Clear,		Clear,	Clear },
	{ Clear,	Clear,		FE_C1,		Clear,	Clear },
	{ Clear,	FE_C1,		Clear,		FE_C1,	Clear },
	{ Clear,	Clear,		FE_C1,		Clear,	Clear },
	{ Clear,	Clear,		Clear,		Clear,	Clear }
};

PROGMEM_XXX prog_uchar_XXX fighterE_juliette[5][5] = {
	{ Clear,	Clear,		Clear,		Clear,	Clear },
	{ Clear,	Clear,		Clear,		Clear,	Clear },
	{ Clear,	Clear,		FE_C2,		Clear,	Clear },
	{ Clear,	Clear,		Clear,		Clear,	Clear },
	{ Clear,	Clear,		Clear,		Clear,	Clear }
};

PROGMEM_XXX prog_uint16_t_XXX fighterE_address_list[10*2] = { 
	prog_uint16_t_XXX(&fighterE_alpha),			
	2000,
	prog_uint16_t_XXX(&fighterE_bravo),			
	2000,
	prog_uint16_t_XXX(&fighterE_charlie),			
	2000,
	prog_uint16_t_XXX(&fighterE_delta),			
	2000,
	prog_uint16_t_XXX(&fighterE_echo),			
	2000,
	prog_uint16_t_XXX(&fighterE_foxtrot),			
	2000,
	prog_uint16_t_XXX(&fighterE_golf),			
	2000,
	prog_uint16_t_XXX(&fighterE_hotel),			
	2000,
	prog_uint16_t_XXX(&fighterE_india),			
	2000,
	prog_uint16_t_XXX(&fighterE_juliette),			
	2000
};


// ===============================================================
// =================== Fighter Sprites ==========================
// ===============================================================
// ================= fighterA: 8 frames ======   


PROGMEM_XXX prog_uint16_t_XXX fighterA_address_list[8*2] = { 
	prog_uint16_t_XXX(&fighterA_north),			
	10000,
	prog_uint16_t_XXX(&fighterA_north_east),			
	1000,
	prog_uint16_t_XXX(&fighterA_east),			
	1000,
	prog_uint16_t_XXX(&fighterA_south_east),			
	1000,
	prog_uint16_t_XXX(&fighterA_south),			
	10000,
	prog_uint16_t_XXX(&fighterA_south_west),			
	1000,
	prog_uint16_t_XXX(&fighterA_west),			
	1000,
	prog_uint16_t_XXX(&fighterA_north_west),			
	1000

};


// ===============================================================
// =================== Fighter Sprites ==========================
// ===============================================================
// ================= fighterD: 12 frames ======   


PROGMEM_XXX prog_uint16_t_XXX fighterD_address_list[13*2] = { 
	prog_uint16_t_XXX(&fighterD_one),			
	10000,
	prog_uint16_t_XXX(&fighterD_two),			
	10000,
	prog_uint16_t_XXX(&fighterD_three),			
	10000,
	prog_uint16_t_XXX(&fighterD_four),			
	10000,
	prog_uint16_t_XXX(&fighterD_five),			
	10000,
	prog_uint16_t_XXX(&fighterD_six),			
	20000,
	prog_uint16_t_XXX(&fighterD_six_half),			
	20000,
	prog_uint16_t_XXX(&fighterD_seven),			
	10000,
	prog_uint16_t_XXX(&fighterD_eight),			
	10000,
	prog_uint16_t_XXX(&fighterD_nine),			
	10000,
	prog_uint16_t_XXX(&fighterD_ten),			
	10000,
	prog_uint16_t_XXX(&fighterD_eleven),			
	10000,
	prog_uint16_t_XXX(&fighterD_twelve),			
	10000
};







// ========== FighterB: 4 frames ======    

PROGMEM_XXX prog_uint16_t_XXX fighterB_address_list[4*2] = { 
	prog_uint16_t_XXX(&fighterB_north),			
	2500,		// delay
	
	prog_uint16_t_XXX(&fighterB_east),			
	2500,		// delay
	
	prog_uint16_t_XXX(&fighterB_south),			
	2500,		// delay
	
	prog_uint16_t_XXX(&fighterB_west),			
	17000		// delay
	
} ;



// ========== FighterC: 2 frames ======  

PROGMEM_XXX prog_uint16_t_XXX fighterC_address_list[2*2] = { 
	prog_uint16_t_XXX(&fighterC_north),		
	50000,		// delay
	prog_uint16_t_XXX(&fighterC_south),		
	50000			// delay
} ;





// =================== TIP TOP fighters ==========================

PROGMEM_XXX prog_uint16_t_XXX  TIP_TOP_FIGHTERS[8*TIP_TOP_TOTAL] = {
	
	// ============== fighter A raw data =================
	
	prog_uint16_t_XXX(&fighterA_address_list), 
	sizeof(fighterA_address_list)/sizeof(SINGLE_SPRITE_ARRAY),
	3,			// vertical size
	3,			// horizontal size
	
	4,			// starting y
	4,			// starting x
	
	CounterClockwise,		// rotation
	0,						// invisible
	
	// ============== fighter B raw data =================
	
	prog_uint16_t_XXX(&fighterB_address_list), 
	sizeof(fighterB_address_list)/sizeof(SINGLE_SPRITE_ARRAY),
	2,			// vertical size
	2,			// horizontal size
	
	3,			// starting y
	5,			// starting x
	
	CounterClockwise,		// rotation
	0,				// invisible
	
	// ============== fighter C raw data =================
	
	prog_uint16_t_XXX(&fighterC_address_list), 
	sizeof(fighterC_address_list)/sizeof(SINGLE_SPRITE_ARRAY),
	2,			// vertical size
	1,			// horizontal size
	
	6,			// starting y
	4,			// starting x
	
	CounterClockwise,		// rotation
	0,						// visible

	// ============== fighter D raw data =================

	prog_uint16_t_XXX(&fighterD_address_list), 
	sizeof(fighterD_address_list)/sizeof(SINGLE_SPRITE_ARRAY),
	4,			// vertical size
	4,			// horizontal size
	
	3,			// starting y
	3,			// starting x
	
	CounterClockwise,		// rotation
	0,						// visible

	// ============== fighter E raw data =================

	prog_uint16_t_XXX(&fighterE_address_list), 
	sizeof(fighterE_address_list)/sizeof(SINGLE_SPRITE_ARRAY),
	5,			// vertical size
	5,			// horizontal size
	
	0,			// starting y
	3,			// starting x
	
	CounterClockwise,		// rotation
	0						// visible
	
} ;


// ===============================================================
// ====================== City Walls ==========================
// ===============================================================

PROGMEM_XXX prog_uint16_t_XXX city_walls_list[6*4] = { 
	(prog_uint16_t_XXX)&generic_city_top_left,		
	sizeof(generic_city_top_left)/sizeof(prog_uchar_XXX),
	(prog_uint16_t_XXX)&generic_city_center_left,	
	sizeof(generic_city_center_left)/sizeof(prog_uchar_XXX),
	(prog_uint16_t_XXX)&generic_city_bottom_left,	
	sizeof(generic_city_bottom_left)/sizeof(prog_uchar_XXX),
	
	(prog_uint16_t_XXX)&generic_city_top_center,	
	sizeof(generic_city_top_center)/sizeof(prog_uchar_XXX),
	(prog_uint16_t_XXX)&generic_city_center_center,	
	sizeof(generic_city_center_center)/sizeof(prog_uchar_XXX),
	(prog_uint16_t_XXX)&generic_city_bottom_center,	
	sizeof(generic_city_bottom_center)/sizeof(prog_uchar_XXX),
	
	(prog_uint16_t_XXX)&generic_city_top_center,	
	sizeof(generic_city_top_center)/sizeof(prog_uchar_XXX),
	(prog_uint16_t_XXX)&generic_city_center_center,	
	sizeof(generic_city_center_center)/sizeof(prog_uchar_XXX),
	(prog_uint16_t_XXX)&generic_city_bottom_center,	
	sizeof(generic_city_bottom_center)/sizeof(prog_uchar_XXX),
	
	(prog_uint16_t_XXX)&generic_city_top_right,		
	sizeof(generic_city_top_right)/sizeof(prog_uchar_XXX),
	(prog_uint16_t_XXX)&generic_city_center_right,	
	sizeof(generic_city_center_right)/sizeof(prog_uchar_XXX),
	(prog_uint16_t_XXX)&generic_city_bottom_right,	
	sizeof(generic_city_bottom_right)/sizeof(prog_uchar_XXX)
	
} ;



